renderer_opengl: split out FXAA

This commit is contained in:
Liam 2024-01-15 00:09:34 -05:00
parent b90eff4bc6
commit 60ee29aac3
7 changed files with 79 additions and 24 deletions

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@ -118,6 +118,8 @@ add_library(video_core STATIC
renderer_null/renderer_null.h
renderer_opengl/present/fsr.cpp
renderer_opengl/present/fsr.h
renderer_opengl/present/fxaa.cpp
renderer_opengl/present/fxaa.h
renderer_opengl/present/smaa.cpp
renderer_opengl/present/smaa.h
renderer_opengl/present/util.h

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@ -7,8 +7,8 @@ out gl_PerVertex {
vec4 gl_Position;
};
const vec2 vertices[4] =
vec2[4](vec2(-1.0, 1.0), vec2(1.0, 1.0), vec2(-1.0, -1.0), vec2(1.0, -1.0));
const vec2 vertices[3] =
vec2[3](vec2(-1,-1), vec2(3,-1), vec2(-1, 3));
layout (location = 0) out vec4 posPos;

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@ -5,8 +5,6 @@
#include "video_core/host_shaders/ffx_a_h.h"
#include "video_core/host_shaders/ffx_fsr1_h.h"
#include "video_core/host_shaders/full_screen_triangle_vert.h"
#include "video_core/host_shaders/fxaa_frag.h"
#include "video_core/host_shaders/fxaa_vert.h"
#include "video_core/host_shaders/opengl_fidelityfx_fsr_easu_frag.h"
#include "video_core/host_shaders/opengl_fidelityfx_fsr_frag.h"
#include "video_core/host_shaders/opengl_fidelityfx_fsr_rcas_frag.h"
@ -22,6 +20,7 @@
#include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/gl_state_tracker.h"
#include "video_core/renderer_opengl/present/fsr.h"
#include "video_core/renderer_opengl/present/fxaa.h"
#include "video_core/renderer_opengl/present/smaa.h"
#include "video_core/textures/decoders.h"
@ -67,9 +66,6 @@ BlitScreen::BlitScreen(RasterizerOpenGL& rasterizer_,
: rasterizer(rasterizer_), device_memory(device_memory_), state_tracker(state_tracker_),
program_manager(program_manager_), device(device_) {
// Create shader programs
fxaa_vertex = CreateProgram(HostShaders::FXAA_VERT, GL_VERTEX_SHADER);
fxaa_fragment = CreateProgram(HostShaders::FXAA_FRAG, GL_FRAGMENT_SHADER);
const auto replace_include = [](std::string& shader_source, std::string_view include_name,
std::string_view include_content) {
const std::string include_string = fmt::format("#include \"{}\"", include_name);
@ -131,8 +127,6 @@ BlitScreen::BlitScreen(RasterizerOpenGL& rasterizer_,
glClearTexImage(framebuffer_texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE,
framebuffer_data);
aa_framebuffer.Create();
// Enable unified vertex attributes and query vertex buffer address when the driver supports it
if (device.HasVertexBufferUnifiedMemory()) {
glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV);
@ -244,13 +238,10 @@ void BlitScreen::ConfigureFramebufferTexture(const Tegra::FramebufferConfig& fra
framebuffer_texture.resource.Create(GL_TEXTURE_2D);
glTextureStorage2D(framebuffer_texture.resource.handle, 1, internal_format,
framebuffer_texture.width, framebuffer_texture.height);
aa_texture.Release();
aa_texture.Create(GL_TEXTURE_2D);
glTextureStorage2D(aa_texture.handle, 1, GL_RGBA16F,
Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0, aa_texture.handle, 0);
fxaa = std::make_unique<FXAA>(
Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
smaa = std::make_unique<SMAA>(
Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
@ -323,10 +314,7 @@ void BlitScreen::DrawScreen(const Tegra::FramebufferConfig& framebuffer,
switch (anti_aliasing) {
case Settings::AntiAliasing::Fxaa: {
program_manager.BindPresentPrograms(fxaa_vertex.handle, fxaa_fragment.handle);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, aa_framebuffer.handle);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindTextureUnit(0, aa_texture.handle);
glBindTextureUnit(0, fxaa->Draw(program_manager, info.display_texture));
} break;
case Settings::AntiAliasing::Smaa: {
glBindTextureUnit(0, smaa->Draw(program_manager, info.display_texture));

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@ -22,6 +22,7 @@ namespace OpenGL {
class Device;
class FSR;
class FXAA;
class ProgramManager;
class RasterizerOpenGL;
class SMAA;
@ -77,8 +78,6 @@ private:
OGLSampler present_sampler;
OGLSampler present_sampler_nn;
OGLBuffer vertex_buffer;
OGLProgram fxaa_vertex;
OGLProgram fxaa_fragment;
OGLProgram present_vertex;
OGLProgram present_bilinear_fragment;
OGLProgram present_bicubic_fragment;
@ -87,10 +86,9 @@ private:
/// Display information for Switch screen
TextureInfo framebuffer_texture;
OGLTexture aa_texture;
OGLFramebuffer aa_framebuffer;
std::unique_ptr<FSR> fsr;
std::unique_ptr<FXAA> fxaa;
std::unique_ptr<SMAA> smaa;
/// OpenGL framebuffer data

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@ -0,0 +1,40 @@
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "video_core/host_shaders/fxaa_frag.h"
#include "video_core/host_shaders/fxaa_vert.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/present/fxaa.h"
#include "video_core/renderer_opengl/present/util.h"
namespace OpenGL {
FXAA::FXAA(u32 width, u32 height) {
vert_shader = CreateProgram(HostShaders::FXAA_VERT, GL_VERTEX_SHADER);
frag_shader = CreateProgram(HostShaders::FXAA_FRAG, GL_FRAGMENT_SHADER);
sampler = CreateBilinearSampler();
framebuffer.Create();
texture.Create(GL_TEXTURE_2D);
glTextureStorage2D(texture.handle, 1, GL_RGBA16F, width, height);
glNamedFramebufferTexture(framebuffer.handle, GL_COLOR_ATTACHMENT0, texture.handle, 0);
}
FXAA::~FXAA() = default;
GLuint FXAA::Draw(ProgramManager& program_manager, GLuint input_texture) {
glFrontFace(GL_CCW);
program_manager.BindPresentPrograms(vert_shader.handle, frag_shader.handle);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer.handle);
glBindTextureUnit(0, input_texture);
glDrawArrays(GL_TRIANGLES, 0, 3);
glFrontFace(GL_CW);
return texture.handle;
}
} // namespace OpenGL

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@ -0,0 +1,27 @@
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "video_core/renderer_opengl/gl_resource_manager.h"
namespace OpenGL {
class ProgramManager;
class FXAA {
public:
explicit FXAA(u32 width, u32 height);
~FXAA();
GLuint Draw(ProgramManager& program_manager, GLuint input_texture);
private:
OGLProgram vert_shader;
OGLProgram frag_shader;
OGLSampler sampler;
OGLFramebuffer framebuffer;
OGLTexture texture;
};
} // namespace OpenGL

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@ -133,7 +133,7 @@ VkImageView FXAA::Draw(Scheduler& scheduler, size_t image_index, VkImage source_
BeginRenderPass(cmdbuf, renderpass, framebuffer, extent);
cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
cmdbuf.BindDescriptorSets(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptor_set, {});
cmdbuf.Draw(4, 1, 0, 0);
cmdbuf.Draw(3, 1, 0, 0);
cmdbuf.EndRenderPass();
TransitionImageLayout(cmdbuf, output_image, VK_IMAGE_LAYOUT_GENERAL);
});